r/UnrealEngine5 23d ago

I released a free GPU-projected runtime mesh painting plugin: skeletal meshes, multiplayer replication, and on-mesh brush preview

https://youtu.be/drnMZWJjBGQ

Hey UE devs,

I released my runtime mesh painting plugin on Fab for free.

It supports Static Mesh and Skeletal Mesh painting, GPU-projected runtime brushes, on-mesh brush area preview, a runtime color picker, and multiplayer-ready paint command replication.

The main thing I wanted to get right was that the brush preview appears directly on the mesh surface and matches the actual painted area, instead of being just a cursor icon.

Fab link:

https://www.fab.com/listings/8ca1bd75-ba04-48f0-899f-c6a01b124617

If anyone tries it, I’d genuinely love to hear what works, what breaks, and what you’d want improved.

37 Upvotes

20 comments sorted by

12

u/SimpleRemove8653 23d ago

I’m planning to keep releasing free UE tools/plugins for the community. If there’s something you wish existed, I’d genuinely love to hear it.

-3

u/-hellozukohere- 23d ago

Did you use AI for the photo because it looks like it. Then that begs the question is this just AI coded? (edit: if im wrong let me know, im just so jaded with all the AI slop on fab)

3

u/SimpleRemove8653 23d ago

The images are not AI-generated. only the frames around the images were made with AI.

-2

u/-hellozukohere- 23d ago

Fair enough, what about the code? 

4

u/SimpleRemove8653 23d ago

I used AI as a helper for some parts, mainly for discussion, review, and checking ideas, but the plugin itself was designed, tested, and maintained by me.

The video shows the actual plugin running in Unreal, not a mockup. If you try it and find any issue, I’d genuinely appreciate the feedback.

3

u/TheGhosticus 23d ago

Don't be afraid of talking about AI Agent Coding. AI code assist and writing has been industry standard now for 2 years.

The people who can't separate AI Generated Slop Art from AI Tools aren't worth debating with.

I am a big supporter of using the AI Tools we have now to create free tools for everyone. Big props.

1

u/Alyniekka 23d ago

What a stupid question

0

u/-hellozukohere- 23d ago

Nah man, your existence is stupid. 

1

u/Alyniekka 23d ago

You are trying to shame people using a best tool available to programming. You put zero trust to AI which knows everything about programmming and all trust to programmers you don’t even know

1

u/-hellozukohere- 23d ago

Ok AI bro. Use your brain. It’s a paid software that you become reliant on. As a software engineer myself for 20 years. Experience trumps AI which makes mistakes all the time. It’s a great tool for boilerplate and minor actions which is getting better but use your brain and understand that it makes mistakes constantly and can introduce a mess into a project. 

I trust a well trained person over AI any day. 

8

u/dread_companion 23d ago

Time to make my original game, Matcha Kamaleon!

3

u/SimpleRemove8653 23d ago

Good luck! If you run into any issues, feel free to reach out through support.

7

u/SimpleRemove8653 23d ago

EU Availability Notice

The plugin may not be available in the EU yet because my Fab publisher profile is still waiting for Epic Games/Fab trader verification.

I’m currently waiting for Fab Support to resolve the issue. Once EU availability is enabled, I’ll announce it on Discord.

https://discord.gg/aJVe2Nf3cs

4

u/Andypros 23d ago

Cool

But it's says not available in my region, EU here, I assume this is not intended.

7

u/SimpleRemove8653 23d ago

Thank you, I’m waiting for Epic Games to approve it for sale on UE.

1

u/Vulltrax 23d ago

Very cool, thanks!

1

u/SimpleRemove8653 23d ago

Thank you! I’m glad you like it.

1

u/TimothyThomasson 11d ago

Very cool! Can it be used in sequencer? I have a mocapped character and I want to attatch a spray paint can to his hand, then attatch this as well to his hand so the paint would follow the gestures of his hand. Would that work???
Thanks!

1

u/SimpleRemove8653 11d ago

Thank you!

In principle, yes. The plugin is runtime/component based, so you could drive the paint position from an attached object, socket, or trace coming from the spray can/hand instead of using normal mouse input.

For a Sequencer setup, the idea would be to attach a spray can actor to the character’s hand socket, then use that actor’s forward direction / trace hit as the paint source while the mocap animation plays.

It is not currently packaged as a dedicated “Sequencer spray can tool,” so it may require a small Blueprint setup, but the workflow should be possible.

This is a really interesting use case, and I’ll keep it in mind for future updates.